[Beginner] Triggering HHH w/ CP and random perks

Discussion in 'Mapping Questions & Discussion' started by Señor Meow, May 24, 2016.

  1. Señor Meow

    Señor Meow L1: Registered

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    Hey guys! So I should probably preface this by saying I'm a complete beginner when it comes to map-making. I'm working on my first one, actually. Done with the actual world building (Surf!), adding speed triggers, teleports, and now all I had left was adding in the game mode and interesting secrets yadda yadda yadda.

    So the game mode I chose is the 3CP / KOTH hybrid made by the brilliant DrLambda. And let me tell you guys, it works GREAT. Tested it in game and everything looks beautiful. Now I wanted to add HHH in the map to keep things interesting and I found just that. A prefab of the three bosses that are summoned through a button. Again, placed them in my map to test them out and everything worked just fine. Now everything I've done has been copy and paste, I don't actually know how any of this works. And so here's my question, how do I convert HHH from spawning by a button like the prefab is set to be, to (let's say) 5 seconds after the round starts?

    My second question, closely related to logic, is how do some people make it so that when a team captures all the points (Or just one CP, depending on the map) a randomizer triggers that gives them a random buff/perk (Like god-mode, super speed, all-crit, you get the idea) INSTEAD of ending the round. So in extension to this, how do you guys know how to use logic in hammer? I see a lot of tutorials for specific functions, but never a general tutorial on the possibilities of logic. I really REALLY want to learn so I can actually display my creativity. I hate having to use prefabs, but since I'm new to this and it's my first map, I'm gonna let it pass.

    Sorry for making this long, guys. Any help would be appreciated. <3
     
  2. Crowbar

    aa Crowbar perfektoberfest

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    The bosses and buffs are not how you make the map interesting, espically when you don't know how do input and output work.
    EDIT: to know how it all works, you need to understand inputs and outputs.
    Highly doubt I can right now explain it but that's actually how any map-depending event happens, like the point model changing skin from red to blu and spawning HHH.
     
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    Last edited: May 24, 2016
  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Thats not what the question was, Crowbar.
     
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  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    1. When you find the button that triggers the spawn, and look at the Outputs tab in its properties, you should see a line that looks like it targets the spawner entity when the button is pressed (OnPressed or something like that). Select that output, copy it, and paste it in the Outputs tab of the new entity that you want to trigger the event, but you'll also need to change the Output name to work with said new entity. Example: for 5 seconds after round start, paste the output in a logic_auto, change the output to OnMultiNewRound, and change the Delay to 5.00 for 5 seconds. Read more about the I/O system here.

    2. To prevent a round from ending when a point is capped, you can just use koth logic (if a koth map is what you want) or add a team_control_point_master entity with the "Restrict team from winning" key value set accordingly (you can then trigger round wins yourself with game_round_win entities activated by some other output). Random events are handled with a logic_case and the PickRandom input, and perks/buffs can be added to players with a trigger_add_tf_player_condition that's enabled and disabled briefly through inputs.

    Obviously the tough part about I/O is learning how to string these entities together, but the best resource for that might just be studying vmfs and prefabs of other logic setups to see how they did it (and make sure you read through that link in #1). Since there are so many possibilities it's easier to just provide everyone with the basic building blocks and let them figure out how to use them. Once you get the concept down, though, I/O is actually pretty fun and easy to use!
     
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  5. Señor Meow

    Señor Meow L1: Registered

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    This is exactly the kind of help I was hoping for, Killohurtz. Thank you so much. It looks like before I attempt anything, I must really learn how I/O works.
     
  6. zahndah

    aa zahndah professional letter

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    best way to learn I/O (i think), is to follow tutorials and see how the accomplish things, then transfer that to something interesting. then you will really get to understand linking things and what you need to achieve other things, using the same building blocks.

    also, be sure to ask questions!
     
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